﻿using System;
using System.Collections.Generic;

namespace YummyGame.Framework
{
    public static partial class SkillKeyword
    {
        public const string base_info = "base_info";
        public const string base_info_extends = "extends";
        public const string base_info_cd = "cd";

        public const string lua_file = "lua_file";
        public const string preload = "preload";
        public const string variable = "variable";
        public const string expression = "expression";

        public const string root_onstart = "onstart";
        public const string root_onupdate = "onupdate";
        public const string root_onexit = "onexit";






        public const string effect = "effect";
        
        public const string effect_log = "log";
        public const string effect_log_msg = "msg";

        public const string effect_random = "random";
        public const string effect_random_threshold = "threshold";
        public const string effect_random_success = "success";
        public const string effect_random_failure = "failure";

        public const string effect_delay = "delay";
        public const string effect_delay_action = "action";

        public const string effect_luascript = "lua_script";
        public const string effect_luascript_file = "file";
        public const string effect_luascript_entry = "entry";

        public const string effect_damage = "damage";
        public const string effect_animation = "animation";

        public const string effect_chgvar = "chgvar";
        public const string effect_chgvar_name = "var_name";
        public const string effect_chgvar_value = "value";
        public const string effect_chgvar_type = "type";


        public const string effect_csharpscript = "csharp_script";

    }

    public static class Skill_Change_Value_Type
    {
        public static string LOCAL = "LOCAL";
        public static string OWNER = "OWNER";
    }
}
